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This PR contains the following updates:

Package Type Update Editor Change
com.unity.transport dependencies major ❌ 2021.3.45f1 -> 2022.3.0a1 1.5.0 -> 2.5.3

❌ Editor bump required for testproject-tools-integration/Packages/manifest.json❌

It is very likely that you should NOT merge this.


Release Notes

com.unity.transport (com.unity.transport)

v2.5.3

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Fixes

  • Fixed an issue where port 0 would be used when connecting over secure WebSockets (WSS) if using the version of the NetworkDriver.Connect method that accepts hostnames.

v2.5.2

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Added

  • Setting a disconnection timeout of 0 (through the disconnectionTimeoutMs parameter) will now disable the feature entirely. That is, with a value of 0 connections will not timeout anymore, no matter for how long nothing has been received from the remote peer. This is useful for debugging when a process is stopped by a debugger.

Changes

  • The fallback mechanism to close sockets when NetworkDriver.Dispose is not called has been removed. This editor-only mechanism would track open sockets and automatically close them in cases where they had not been closed manually. This was meant as a safety net for buggy code, but had a performance cost. Starting with this version, this mechanism is removed. It is now necessary to call NetworkDriver.Dispose to close sockets. We recommend calling it in cleanup methods like OnDestroy. This change is not expected to impact most users, since failure to dispose of the driver would also cause a memory leak that would have generated its own set of warnings. If you don't see these warnings, then you are not impacted by this change.

Fixes

  • Fixed an issue where MTU discovery could end up with a value that was higher than the actual path MTU.
  • Fixed an issue where a reconnectionTimeoutMs of 0 would be ignored if using DTLS.
  • Fixed an issue where NetworkEndpoint.IsAny and NetworkEndpoint.IsLoopback would throw an exception for endpoints where the network family is NetworkFamily.Custom. These properties will now return false for custom endpoints.
  • Fixed an issue where scheduling multiple update or send jobs in the same job chain would result in safety exceptions being thrown when using WebSockets.

v2.5.1

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Changes

  • Changed Path MTU discovery to default to off. It can be enabled using network config parameters.

Fixes

  • When Path MTU discovery is enabled and a transport connects to a peer that doesn't support it (such as an older version of transport), when discovery times out, it will now revert to previous behavior of using the configured MaxMessageSize rather than using 1024 bytes.

v2.5.0

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New Features

  • Added: Added Path MTU discovery support to adjust the maximum packet size for each connection dynamically. The discovered MTU for a client can be queried with NetworkDriver.GetMaxSupportedMessageSize(connection). This value is established as part of the connection handshake and doesn't get recalculated over the lifetime of the connection. This value will also not exceed the NetworkConfig's MaxMessageSize value. This value is additionally available to pipelines via NetworkPipelineContext.maxMessageSize.

Fixes

  • Fixed an issue where NetworkEndpoint.SetRawAddressBytes would use the wrong number of bytes from the provided buffer.
  • Fixed an issue where WebSocket connections would be refused if the client sent large headers (e.g. large cookies).
  • Fixed a WebSocket problem where the send queue could "leak" packets if connections with pending sends were closed. This could eventually cause all sends to fail with the -5 error code (NetworkSendQueueFull).
  • Fixed a possible IndexOutOfRangeException when using WebSockets and the connection would fail to be established at the TCP level.
  • Fixed a memory leak in the hostname resolution process

v2.4.0

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New features

  • Connections can now be made using strings representing domain names or IPs. Hostname resolution will be performed automatically as part of the connection process. (Requires Unity 6000.18f1 or later.)

Changes

  • ACKs for the ReliableSequencedPipelineStage will now be sent a little more aggressively, which should improve throughput of reliable traffic.

Fixes

  • Fixed MultiNetworkDriver not passing the connect payload to the NetworkDriver when calling MultiNetworkDriver.Connect()
  • Added a workaround for a burst compile error that caused iOS player builds not to function properly when burst compile was enabled.

v2.3.0

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New features

  • The global network simulator (configurable through NetworkSettings.WithNetworkSimulatorParameters) now supports delay, jitter and packet duplication, but only in the send direction. Currently users are still recommended to use the SimulatorPipelineStage for their network simulation needs until the global network simulator gains in maturity.

Changes

  • Updated Burst dependency to 1.8.12.

Fixes

  • Fixed an issue where NetworkEndpoint.IsAny and NetworkEndpoint.IsLoopback would throw an exception for endpoints where the network family is NetworkFamily.Custom. These properties will now return false for custom endpoints.
  • Fixed an issue where an error about resetting the event queue with pending events could be logged even if the connection with pending events was closed.
  • Made the failure mode more obvious when there is a mismatch between the Relay configuration and the choice of network interface.
  • Fixed a rare issue where a sequence ID collision from ushort overflow in certain very specific conditions can result in an old packet being erroneously returned instead of waiting for a new one, causing corruption.

v2.2.1

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Fixes

  • Fixed an issue where NetworkEndpoint.TryParse would leave the out parameter endpoint with a valid NetworkFamily, even if parsing of the address had failed.

v2.1.0

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New features

  • It is now possible to configure the maximum message size that the transport will send through a new maxMessageSize parameter in NetworkSettings.WithNetworkConfigParameters. This is useful for environments where network equipment mishandles larger packets (like some mobile networks or VPNs). The value excludes IP and UDP headers, but includes headers added by the transport itself (e.g. reliability headers). The default value is 1400. Note that it is recommended that both client and server be configured to use the same value.
  • Added new values AuthenticationFailure and ProtocolError to the Error.DisconnectReason enum. These values are respectively returned when a connection fails to be established because of DTLS/TLS handshake failure, and for unexpected and unrecoverable errors encountered by the transport (e.g. unexpected socket errors or malformed WebSocket frames).
  • Added a new NetworkFamily.Custom value and proper support for it in NetworkEndpoint. This value is intended for usage with custom INetworkInterface implementations, where endpoints are not IP addresses.

Changes

  • Updated Collections dependency to 2.2.1.
  • Updated Burst dependency to 1.8.8.
  • Updated Mathematics dependency to 1.3.1.
  • NetworkDriver.GetRelayConnectionStatus will now return the new enum value RelayConnectionStatus.NotUsingRelay when called on a NetworkDriver that has not been configured to use Unity Relay. The previous behavior was to throw an exception. This can be used to safely determine if a driver is using Relay, even from Burst-compiled code.
  • RelayServerData now exposes a IsWebSocket field that can be used to determine if the server data will be using a WebSocket endpoint. This value is set automatically if constructing the RelayServerData from an allocation object, and can be set through a new optional isWebSocket parameter for low-level constructors.
  • NetworkEndpoint.RawPort is now obsolete. There is little use for this API since it basically only converts to/from network byte order. There are standard C# APIs to do this.

Fixes

  • Fixed a possible crash when using secure WebSockets that would occur if a connection was closed suddenly with pending packets waiting to be sent.
  • Fixed an issue where empty messages would not properly be received if sent on a non-default pipeline.
  • Fixed "Input string was not in a correct format" log when listening on a port already in use.

v2.0.2

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Changes

  • When using Unity Relay, NetworkDriver.GetRemoteEndpoint will now always return the address of the Relay server, instead of returning the address until a connection is established, and then returning the allocation ID encoded as an endpoint (appearing as an invalid endpoint). This makes the behavior the same as it was in version 1.X of the package.
  • Updated Collections dependency to 2.1.2.
  • A warning will now be emitted if passing a connection type other than "wss" to the RelayServerData constructors on WebGL (other connection types are not supported on that platform).

Fixes

  • Fixed an issue where the reliable pipeline stage could end up writing past the end of its internal buffer and thrashing the buffers of other connections. This could result in packet corruption, but would most likely result in erroneous -7 (NetworkDriverParallelForErr) errors being reported when calling EndSend.
  • Fixed an issue where upon returning -7 (NetworkDriverParallelForErr), EndSend would leak the send handle. Over time, this would result in less send handles being available, resulting in more -5 (NetworkSendQueueFull) errors.
  • Fixed an issue where WebSocket connections would always take at least connectTimeoutMS milliseconds to be reported as established, even if the connection was actually established faster than that.
  • Fixed an issue where ArgumentOutOfRangeException could be thrown in situations where a new WebSocket connection is established while a previous connection is in the process of being closed.
  • If nothing is received from a Unity Relay server for a while, the transport will now attempt to rebind to it. This should improve the accuracy of GetRelayConnectionStatus in scenarios where the Relay allocation times out while communications with the server are out.
  • Fixed an issue where UDPNetworkInterface (the default one) would not bind to the correct address if the local IP address change and the socket needs to be recreated (e.g. because the app was backgrounded on a mobile device).
  • Fixed an issue where Disconnect events would fail to be reported correctly for WebSocket connections.
  • Fixed an issue where, when using Relay, heartbeats would be sent constantly when they are disabled by setting relayConnectionTimeMS to 0 in the Relay parameters.

v2.0.1

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Changes

  • Updated Collections dependency to 2.1.1.

v1.5.0

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Fixes

  • Fixed a rare issue where a sequence ID collision from ushort overflow in certain very specific conditions can result in an old packet being erroneously returned instead of waiting for a new one, causing corruption.

Configuration

📅 Schedule: Branch creation - "every weekend" (UTC), Automerge - At any time (no schedule defined).

🚦 Automerge: Disabled by config. Please merge this manually once you are satisfied.

Rebasing: Whenever PR becomes conflicted, or you tick the rebase/retry checkbox.

🔕 Ignore: Close this PR and you won't be reminded about this update again.


  • If you want to rebase/retry this PR, check this box

This PR has been generated by Unity Renovate Bot.

@unity-renovate unity-renovate bot requested a review from a team as a code owner September 13, 2025 00:23
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Edited/Blocked Notification

Renovate will not automatically rebase this PR, because it does not recognize the last commit author and assumes somebody else may have edited the PR.

You can manually request rebase by checking the rebase/retry box above.

⚠️ Warning: custom changes will be lost.

@michalChrobot
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I accounted for this in #3705 but since we are updating editor to 2022.3 where 1.X version is still supported I will not bump this dependency.

Closing because it's irrelevant

@michalChrobot michalChrobot deleted the renovate/develop-upm-prj-com.unity.transport-2.x branch October 6, 2025 11:16
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unity-renovate bot commented Oct 6, 2025

Renovate Ignore Notification

Because you closed this PR without merging, Renovate will ignore this update. You will not get PRs for any future 2.x releases. But if you manually upgrade to 2.x then Renovate will re-enable minor and patch updates automatically.

If you accidentally closed this PR, or if you changed your mind: rename this PR to get a fresh replacement PR.

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